Unity Reflection Probes

reflection probe

        It is a solution for simulating and reflecting the lighting information of surrounding objects, allowing objects to be affected by the lighting or materials of surrounding objects as a simulated lighting effect. The effect is as shown in the figure below: (the red cube is static)

Screenshot of reflection probe properties

 Reflection Probe Type

  • Baked baking mode, this mode requires the reflected object to be static and cannot move, but it has high operating efficiency and consumes less performance.
  • Custom here even saves the baking, just let the art resources make a reflection map.
  • Realtime is more real, but it consumes a lot of running performance. There are two special properties for Realtime as follows:
    • Refresh Mode update is more performance-consuming.
      • Update once when On Awake awake
      • Every frame is updated every frame
      • Via scripting script control, so that the update can be triggered at a certain point according to the logic.
    • Time Slicing
      • All faces at once refreshes 6 faces at once, executes once in 9 frames
      • Individual faces Each face is refreshed separately, and the refresh frequency 9+6 is 14 frames once
      • No time slicing executes every frame, consumes the most

Runtime settings: These settings will be used when rendering game objects and cubemaps

  • Importance: Affects the automatic mixing ratio of the Weight of multiple ReflectionProbes in a MeshRenderer. When an object is in multiple ReflectionProbes, first consider the Importance value of each ReflectionProbe, and then consider the size of the intersection volume between each ReflectionProbe and the object on this basis.
  • Intensity: Intensity, used to set the brightness of the generated cubemap.
  • Box Projection: In general, the reflective cubemap is assumed to be an image projected from infinity. The reflected image can be seen from different angles and the far and near reflected image of the reflected object will not change when the distance is changed, but this situation is not applicable Indoor; when Box Projection is turned on, an object within a limited distance is created. When the position of the object inside the probe changes, the size of the reflection pattern will also change. ProbeSize and ProbeOrigin will affect the effect of the ReflectionProbe mapping pattern, which can be switched on and off in Graphics Settings -> Tier Settings.
  • Blend Distance: The blending area of ​​the two reflection probes can only be set on the delayed reflection probe;
  • Box Size: The box size of the reflection probe;
  • Box Offset: The box offset value of the reflection probe;

Cubemap capture settings: Cubemap capture settings (this one is very similar to the settings of the camera component, in fact, it uses the camera to capture the surrounding scene into a cubemap):

  • Resolution: The resolution of the cubeMap generated by the reflection probe, the higher the resolution, the clearer the reflection image;
  • HDR: Allows the use of HDR;
  • Shadow Distance: Reflected shadow distance,
  • Clear Flags: Clear flags. That is, what is used as the basemap when rendering.
  • Skybox: Skybox, the default mode. This will use the sky box to fill the blank area of ​​the cubemap, if there is no sky box, use the Background color;
  • Solid Color: solid color. The blank area of ​​the cubemap will be filled with the selected solid color;
  • Background: Adjust the background color of the cubemap;
  • Culling Mask: Culling layer mask. Decide which layers are to be rendered and which are not to improve efficiency;
  • Use Occlusion Culling: Enable occlusion culling;
  • Clipping Planes: Near: near cutting plane; Far: far cutting plane.

Engineering example

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Origin blog.csdn.net/st75033562/article/details/130923644